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Ridder Geel

Member Since 09 Feb 2008
Offline Last Active May 15 2023 06:10 PM

#977465 Google images copyrights

Posted by Ridder Geel on 17 September 2014 - 07:06 PM

Well not really no :p
At least don't use them to make profit, but I don't think that is what you are trying to do, using movie pictures for in your mod should be fine :p


#975702 Darkness using Cloudbreak code

Posted by Ridder Geel on 02 September 2014 - 12:11 PM

Interesting idea... :p But yea that is a lot of work... So is this list thing you asked for, but alas... I'm a good lad so...
Behavior = OCLSpecialPower ModuleTag_TheOCLSpecialPower
	;SUB_L011FA190->L01F42520:
	SpecialPowerTemplate = ;L00E6C5F0:SpecialPower
	UpdateModuleStartsAttack = ;SUB_L006D3400:Boolean
	StartsPaused = ;SUB_L006D3400:Boolean
	InitiateSound = ;L00E6B7B0 //voice?
	ReEnableAntiCategory = ;SUB_L006D3400:Boolean
	AntiCategory = ;L01212430:AttributeModifierCategory //Multiple Entries Allowed (http://code.the3rdage.net/wiki/ModifierList)
	AntiFX = ;SUB_L00E6BD90:FXList
	AttributeModifier = ;SUB_L006D4C30:String (AttributeModifier)
	AttributeModifierRange = ;SUB_L006D46C0:Float Point Value
	AttributeModifierAffectsSelf = ;SUB_L006D3400:Boolean
	AttributeModifierAffects = ;SUB_L00EDCA00:Object Filter
	AttributeModifierFX = ;SUB_L00E6BD90:FXList
	AttributeModifierWeatherBased = ;SUB_L006D3400:Boolean
	WeatherDuration = ;SUB_L00E6CB10:Unsigned Integer Value
	RequirementsFilterMPSkirmish = ;SUB_L00EDCA00:Object Filter
	RequirementsFilterStrategic = ;SUB_L00EDCA00:Object Filter
	TargetEnemy = ;SUB_L006D3400:Boolean
	TargetAllSides = ;SUB_L006D3400:Boolean
	InitiateFX = ;SUB_L00E6BD90:FXList
	TriggerFX = ;SUB_L00E6BD90:FXList
	SetModelCondition = ;L011FA050 //Model Condition
	SetModelConditionTime = ;SUB_L006D46C0:Float Point Value
	GiveLevels = ;SUB_L006D4430:Signed Integer Value
	DisableDuringAnimDuration = ;SUB_L006D3400:Boolean
	IdleWhenStartingPower = ;SUB_L006D3400:Boolean
	AffectGood = ;SUB_L006D3400:Boolean
	AffectEvil = ;SUB_L006D3400:Boolean
	AffectAllies = ;SUB_L006D3400:Boolean
	AvailableAtStart = ;SUB_L006D3400:Boolean
	ChangeWeather = ;L011FA120 //Weather Type
	AdjustVictim = ;SUB_L006D3400:Boolean
	OnTriggerRechargeSpecialPower = ;SUB_L006D4C30:String (SpecialPower)
	BurnDecayModifier = ;SUB_L006D4520:Unsigned Integer Value
	UseDistanceFromCommandCenter = ;SUB_L006D3400:Boolean
	DistanceFromCommandCenter = ;SUB_L006D46C0:Float Point Value

	;L01F5BE68:
	UpgradeOCL = ;L01272FF0
	OCL = ;SUB_L00E6C330:ObjectCreationList
	CreateLocation = ;SUB_L006D3B30 ;L0223D398
	UpgradeName = ;L01273050
	NearestSecondaryObjectFilter = ;SUB_L00EDCA00:Object Filter
End
Good luck with that :p

Well fix that first then valheru :p


#975587 Google images copyrights

Posted by Ridder Geel on 01 September 2014 - 11:35 AM

Some mods take pictures from in the movies and edit those and change them into portraits, others simply draw/make their own.
Either way I guess is fine, whichever you do is up to you :)


#972296 How to get a projectile to hit multiple targets?

Posted by Ridder Geel on 04 August 2014 - 10:03 AM

Hmm... Good question... what kind of weapon did you have in mind? Not sure if gandalfs sword thingy went on to other units, maybe you could check that out :p




#959495 .bse file problem

Posted by Ridder Geel on 03 June 2014 - 05:30 PM

Ghehe... No problem, if you have any other problems feel free to ask them here :p




#959365 A bunch of questions

Posted by Ridder Geel on 02 June 2014 - 05:06 PM

2. Gamedata, something in there causes it, so any changes in it need to simply be put in the Gamedata, and nothing else, unless this is not the same cause as it once was for me in BFME 2.




#959361 .bse file problem

Posted by Ridder Geel on 02 June 2014 - 05:00 PM

open it with the worldbuilder and resave it as whatever.bse?

Simply renaming the .bse file without saving it with worldbuilder breaks the bse file.




#955092 The Voting System

Posted by Ridder Geel on 23 April 2014 - 09:41 PM

Hello Fans and Followers!

I come bearing some very interesting insight into the functionality of one of the newest and most unique feature of the Ridder Clan Mod!
Without further ado I am proud to present The Voting System!


What is the use of this voting system you might wonder?
Well the system allows you to choose exactly how you want to play the game...
Every player in the game gets to vote for how they want to play, and the majority wins.
Usually you would discuss with each other what options you are going to choose before playing, but you can also just let everyone choose what they want to do, and then the Voting System will take care of the rest.

(The Descriptions are only visible in-game when the mouse moves over the option)
To start of players playing a faction that has sub-factions get to choose one of the sub-factions:
VSMotW.png 

After this the player is able to choose out of one of the following options:
VSGeneral.png
The picture is quite self explanatory, you get to either browse further through the menu, to vote for specific things,

Or simply press the "I Am Done Voting" button to get a standard game (either BFME 1 or BFME 2, chosen randomly).

This is the menu from which the player can browse through to the other voting options.

In the BFME Mode Voting sub-menu:
VSBFMEMode.png

Again this is quite self explanatory, here you get to vote for either the Battle for Middle Earth 2 or Battle for Middle Earth 1 mode,

One is with porters and fortresses, while the other has Castles and Camps and other things which are from the first game of the franchise.

You can also simply not vote for any of the above and just let the game (or fellow players) choose a mode for you!

In the Ring Hero Mode Voting sub-menu:
VSRHM.png

Here you simply get to vote if you want to play with or without the Ring Heroes which were introduced in the second game of the franchise.

You can also choose to not vote for this and leave it up to the game or your fellow players to choose for you!

In the Extra Gameplay Modes sub-menu:
VSExtraGM.png
The most interesting of all the sub-menus is the Extra Gameplay Modes sub-menus.
None of these are automatically enabled (might be subject to change though) by the game unless one of the players decide to vote for enabling them.

You can also vote to disable the specific modes if you are certain you do not want to play with extra resources in Deathmatch mode, or at a faster pace in Lightning mode.

This was the Voting System!
I hope you guys liked what you have seen from this system so far, I put a lot of time into perfecting it.
We will most likely add some extra gameplay modes later on, to allow for even more variation in gameplay.

Stay tuned, as we are trying to get smaller, but slightly more frequent updates to the public!
-Ridder Geel

(No promises though, as usual, me and the team do have other time consuming activities besides modding! :) )




#954906 Nazgûl's models

Posted by Ridder Geel on 21 April 2014 - 10:21 PM

Ghehe, nice work :p I like it!




#951232 Editing APT Files

Posted by Ridder Geel on 13 March 2014 - 08:22 AM

Oh right maybe the const file needs to be edited... Did you explain anywhere publicly how those two are linked or not? If ya did he could try it himself :p


#951016 I could use some help makeing the AI use transport ships?

Posted by Ridder Geel on 10 March 2014 - 12:01 AM

Well from what I gather the libraries are mostly used to just determine smaller things like audio, and the spellbook powers that the AI chooses.

The rest of the libraries are not linked to it... so most likely not used..

 

You have AI in...

aidata.ini

skirmishaidata.ini

playeraitypes.ini

and in all the objects and buttons, but those are for minor functionalities, such is why the AI should use this button to upgrade a building or such, or where it should use a spell.

 

The playeraitypes.ini includes something that might be of interest to you if you really want to see if you can script this kind of thing though.

PlayerAIType MenAI
    LibraryMap = "Libraries\AI_Men Of The West\AI_Men Of The West.map"
End

The same librarymap is used for EVERY singe AI... So obviously EA disbanded some previous method :p

All that is in that library map is the stuff for using spellbook spells, and the assigning of a butload of units to lists that were (I believe) used in BFME 1. (or somewhere before that) :p

You could write your own scripts in there that check if your AI has made a boat, if so make it find some sort of unit that it has built, and see if you could tell it to move that "unit" to the boat, and make them board it..

But then where would you make the boats sail and such... and how would you make the AI determine where to drop the units.

It is do-able, but as far as i know you would need to script a whole butload to make it work :p

I'd say try to do this to start off:

1. Find AI Boat object, make the script signal that it has found it

2. Find a AI team that can board the Boat, again signal somehow that the AI found it...

3. Move the AI team onto the boat, you will obviously see them board it.

Test it by making a 2 player game, you and an AI, both in the same team, and use a script on a map to reveal the entire map and remove fog of war, so you can see exactly what is happening.

Then... you wait?

Another possibility is look through all the INI files for some sort of AI related thing that could possibly do something like this -_-'

http://code.the3rdag...Category:Object

There are a lot of AI modules, but I have not written all those down, so you would have to find them yourself in existing code, and see if maybe they could help.

You might want to do that research before attempting the scripting that I suggested up there, because maaaaybe its not needed, but with EA and this not being in the actual game, it would surprise me if they actually made a module or such that did this for you and that they did not use it :p

Anyways.. its getting late over here (need to get up early to go to work nd such so yea...)... Sorry that I can't really be of much help, but I hope this has pointed u in some general direction of where to go with this...

Good luck, and may the force be with you :p Also, feel free to post here if you need specifics on what is in a module or whatever, I can "find" them on request, but that does take some time... I hope this post has at least helped you in some way :xd:




#924154 BFME Particle Editor (Viewer for now...)

Posted by Ridder Geel on 16 June 2013 - 11:04 PM

Viewer is fairly functional at this moment, all that's really left is making the UI, which is where I'm at right now...

Can't give a release date, but i hope to have it ready to "release" within a month :p




#922178 Out of memory

Posted by Ridder Geel on 29 May 2013 - 11:01 AM

You extract the .INI from a .BIG file, those .INI files you can edit with notepad++ ;) Which you can then put into the .BIG file again :p




#919088 [Map.ini] Reducing cost Posterngate (for Rohan only)

Posted by Ridder Geel on 19 April 2013 - 02:08 PM

Make sure the Upgrade is above the commandbutton, and the commandbutton above the commandset in your map.ini.

Then the new object under all of that. I'm not sure if the order matters, but if it does, this might help solve it :p

Maybe, since you change the commandset it needs to have a new unique name, but i'm not sure of that. I don't have that much experience with the rules of the map.ini, so anything is really worth trying :)




#919086 Need help to copy animation from one skeleton to another

Posted by Ridder Geel on 19 April 2013 - 01:57 PM

Manually animate the model's skeleton :D :p

Not really sure if there are other methods to do this though :xd: